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Fundamentals of Game Design

3.90  ·  Rating details ·  114 ratings  ·  3 reviews
For courses in Fundamentals of Game Design for all video game developers and designers
With a focus on designing for the commercial entertainment market, this text teaches the principles and practice of game design and covers each of the major game genres individually.
Paperback, 669 pages
Published September 23rd 2006 by Prentice Hall
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mohsen pourramezani
Jun 01, 2016 rated it liked it
کتاب خوبی است برای کسانی که میخواهند بازی ویدیئویی طراحی کنند (گیم دیزاینر) از توضیحات ساده شروع میکند که بازیهای ویدیوئی چه هستند، چه فرقی با بقیهی بازیها مثل بازیهای رومیزی (بردگیم) و... دارند
طراحهای بازی باید به چه نکاتی توجه کنند و ...
دوست دارم این تجربهی طراحی بازی رو به صورت عملی هم تجربه کنم چه در حوزهی بازیهای ویدیویی و چه در حوزهی بازیهای رومیزی و...
Ziv Kitaro
Jun 21, 2014 rated it it was amazing  ·  review of another edition
well constructed, informative and eye opening.

It's hard to get out of our own mind, that is why I love to read intelligent books about topics I'm already "familiar" with. It's not only that you learn new things, you get to view topics you already know in different light. When the book is good, this ends up wit you growing as a professional and/or even as a person.
Ernest Adams series of books are a must for any serious game designer.
Rase McCray
Jun 25, 2018 rated it it was amazing
It's a textbook, so it's not light reading. But well written and informative--quite useful as a primary text if you're looking to know more about game design.
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Librarian Note: There is more than one author in the Goodreads database with this name.

Ernest Adams is founder of the International Game Developers Association, a game design consultant and author on game development.

He started out in the game industry in 1989 as a software engineer and holds a Ph.D. from the School of Computing and Mathematics at Teesside University for his work on interactive st
“If the available power grows at exactly the same rate as the absolute difficulty goes up, the relative difficulty will be a flat line, as illustrated in Figure 11.4 (next page). In that case, a level 5 knight would find it exactly as hard to kill a level 5 troll in the middle of the game as a level 1 knight would find it to kill a level 1 troll at the beginning of the game. But relative difficulty should not be a flat line because when you factor in the player’s increasing in-game experience, the perceived difficulty actually goes down—the game gets easier. Aim to increase the absolute difficulty of the challenges somewhat faster than you increase the available power to meet them. The gap between absolute and relative difficulty widens only slowly.” 1 likes
“For a more detailed discussion of the subject, read Neal and Jana Hallford’s Swords and Circuitry (Hallford and Hallford, 2001).” 1 likes
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